Similar to Edges and Flaws, a single Power can be exchanged for 2 Stunts; However, 2 Stunts can not be exchanged for a Power (the priority column is obviously set up that way by default).

The Stunts and Powers i've collected so far (without exhaustive rulings) are as following.

Stunts:

--Balls of Steel: reduce the effects of a wound to wound level 1.--Blade Cascade: gain a follow-up to your follow-up, until it runs out of dice.--Brave Jump: double your normal jumping height or safe falling distance.--Fan the Hammer: empty your revolver's barrel in a single attack.--Fastball Special: requires two people to perform, obviously.--Overcharge: when you cast alchemy at higher energy than you can accumulate, double it's power.--Piss-Poor Sniping: when you miss a shot, hit another random target. Including yourself, so watch out!--Quick Reload: reload your gun in record time, reducing the required number of rounds by 1.--Strange Shores: you have friends owing you favours, wherever you go.--Take a Gulp: restore some of your strength by drinking from your bottle.--Uncanny Dodge: evade a ranged attack like you would a melee attack.--Utility Bag: whatever the situation, you probably have exactly the tool you need somewhere in your pockets.

Powers:

--Bullet-to-Bullet: parry an opponent's projectile attack with a shot of your own.--Comb Rave: sequentially attack multiple opponents in a single action.--Deadeye: as before, but is now a Power.--Deflect Projectile: parry a ranged projectile and return it to sender.--Gut Feeling: as before, but is now a Power.--Lady Luck's Kiss: the odds are in your favour, it seems.--Lighting Charge: charge at your opponent to initiate a melee, from several yards distance.--Man-Wall: no matter what comes flying your way, you will stand your ground.--Mind's Eye: allows you to freely use alchemy outside of your own expertise.--Rocketjump: propel yourself by detonating an explosive under your feet and riding the shockwave.--Second Wind: at death's door, gain absurd strength for a short time.--Thundershout: clear the area around you by shouting with the Wrath of Gods.--Utility Bag of Holding: lost your sword? No problem! I got a spare in my purse.--Whirlwind: allows you to perform unlikely feats of acrobatics such as running across a wall.

I will post more specific rules as i write them.

"First Rule of War Club: Don't fight in the War Room" - Clint Eastwood, 1920